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@@ -118,7 +118,7 @@ The joints at the base of each phalanx allow flexion and extension, \ie folding
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The proximal phalanges can also adduct and abduct, \ie move the fingers towards and away from each other.
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Finally, the metacarpal of the thumb is capable of flexion/extension and adduction/abduction, which allows the thumb to oppose the other fingers.
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These axes of movement are called DoFs and can be represented by a \emph{kinematic model} of the hand with 27 DoFs as shown in \figref{blausen2014medical_hand}.
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Thus the thumb has 5 DoFs, each of the other four fingers has 4 DoFs and the wrist has 6 DoFs and can take any position (3 DoFs) or orientation (3 DoFs) in space \cite{erol2007visionbased}.
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Thus, the thumb has 5 DoFs, each of the other four fingers has 4 DoFs and the wrist has 6 DoFs and can take any position (3 DoFs) or orientation (3 DoFs) in space \cite{erol2007visionbased}.
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This complex structure enables the hand to perform a wide range of movements and gestures. However, the way we explore and grasp objects follows simpler patterns, depending on the object being touched and the aim of the interaction.
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@@ -144,11 +144,6 @@ It takes only \qtyrange{2}{3}{\s} to perform these procedures, except for contou
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\fig{exploratory_procedures}{Exploratory procedures and their associated object properties (in brackets). Adapted from \textcite{lederman2009haptic}.}
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%Le sens haptique seul (sans la vision) nous permet ainsi de reconnaitre les objets et matériaux avec une grande précision.
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%La reconnaissance des propriété matérielles, \ie la surface et sa texture, rigidité et température est meilleure qu'avec le sens visuel seul.
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%Mais la reconnaissance des propriétés spatiales, la forme et la taille de l'objet, est moins bonne avec l'haptique qu'avec la vision \cite{lederman2009haptic}.
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%Quelques secondes (\qtyrange{2}{3}{\s}) suffisent pour effectuer ces procédures, à l'exception du suivi de contour qui peut prendre une dizaine de secondes \cite{jones2006human}.
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\subsubsection{Grasp Types}
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\label{grasp_types}
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@@ -151,7 +151,7 @@ A \LRA consists of a coil that creates a magnetic field from an alternative curr
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They are more complex to control and a bit larger than \ERMs.
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Each \LRA is designed to vibrate with maximum amplitude at a given resonant frequency, but won't vibrate efficiently at other frequencies, \ie their bandwidth is narrow, as shown in \figref{azadi2014vibrotactile}.
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A voice-coil actuator is a \LRA but capable of generating vibration at two \DoF, with an independent control of the frequency and amplitude of the vibration on a wide bandwidth.
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They are larger in size than \ERMs and \LRAs, but can generate more complex renderings.
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They are larger than \ERMs and \LRAs, but can generate more complex renderings.
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Piezoelectric actuators deform a solid material when a voltage is applied.
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They are small and thin and provide two \DoFs of amplitude and frequency control.
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@@ -303,7 +303,7 @@ While in \VST-\AR, this could be solved as a masking problem by combining the re
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%However, this effect still causes depth conflicts that make it difficult to determine if one's hand is behind or in front of a virtual object, \eg the thumb is in front of the virtual cube, but could be perceived to be behind it.
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Since the \VE is intangible, adding a visual feedback of the virtual hand in \AR that is physically constrained to the virtual objects would achieve a similar result to the double-hand feedback of \textcite{prachyabrued2014visual}.
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A virtual object overlaying a real object object in \OST-\AR can vary in size and shape without degrading user experience or manipulation performance \cite{kahl2021investigation,kahl2023using}.
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A virtual object overlaying a real object in \OST-\AR can vary in size and shape without degrading user experience or manipulation performance \cite{kahl2021investigation,kahl2023using}.
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This suggests that a visual hand feedback superimposed on the real hand as a partial avatarization (\secref{ar_embodiment}) might be helpful without impairing the user.
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Few works have compared different visual feedback of the virtual hand in \AR or with wearable haptic feedback.
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